#version 460
#define GLSLIFY 1

layout(std140, set=0, binding=0) uniform U_Matrix {
	mat4 mat_ProjecView;
	//mat4 mat_view;	
};

layout(std140, binding = 1) readonly buffer U1_Matrix {
	mat4 mat_Model[];
};

layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;

out gl_PerVertex {
	vec4 gl_Position;
};

void main(void){
	vec4 p = vec4(inPos, 1.0);
	gl_Position = mat_ProjecView * mat_Model[gl_InstanceIndex] * p;
	//gl_Position = vec4(inPos, 1.0);
	//vColor = inColor;
	//mat3x3 normalMax = mat3x3(mat_Model[gl_InstanceIndex]);
	//vNormal = normalize((normalMax * inNormal).xyz);
	
}

